#VERTEX_SHADER Vertex vert(Vertex v) { return v; } #END_VERTEX_SHADER #FRAGMENT_SHADER Color frag(Color col, Texture tex, Vertex v) { // config float pixel_w = 1 + sin(jin_Time.x / 3)*20.0; float pixel_h = 1 + sin(jin_Time.x / 3)*20.0; vec2 uv = v.uv; vec3 tc = vec3(1.0, 0.0, 0.0); //if(uv.x < abs(sin(jin_Time.x))) if(uv.x < 1) { float dx = pixel_w*(1.0/jin_RenderTargetSize.x); float dy = pixel_h*(1.0/jin_RenderTargetSize.y); vec2 coord = vec2(dx*floor(uv.x/dx),dy*floor(uv.y/dy)); tc = texel(tex, coord).rgb; } else { tc = texel(tex, uv).rgb; } return vec4(tc, 1.0); } #END_FRAGMENT_SHADER